SKYRIM
Papa Timm - Archery and Combat by James_T_G
Skyrim » Overhauls
Added: 25/12/2013 - 05:41PM
Updated: 08/04/2014 - 01:01PM

11 Endorsements

1.16 Latest version

267 Unique D/Ls

291 Total D/Ls

9,557 Total Views

Uploaded by JamesTG

Description

Last updated at 13:01, 8 Apr 2014 Uploaded at 17:41, 25 Dec 2013

Now completely compatible with






My English is not so good. I learned from Star Trek only from hearing. So I made some spelling mistakes in my mod. If you find one, tell me and I correct it.

I have tested my mod very long and changed in the last 6 Month many things again. It may be, that something is not working as it should. On the other side, this mod is without Scripts. So you can uninstall this without Problems.

Most Weapons listed in the Credits Section are implemented. I used not every Quarterstaff. From Heavy Armory I only used the Staves, Short Swords and Dawnguard Weapons. From Allannaa i used only one retexture. Survivalist Ingenuity gave me two Arrows. The Rest is all in my mod (With changed Stats of course to make them compatible.)

My mods:








Papa Timm - Archery and Combat


In Short

This mod changes:

1. Bows and Crossbows are devided into Short (Cross)Bows (Small Dam, High Crit Dam) and Long (Cross) Bows (High Dam, Slow Draw Time)
2. Arrows are devided into Long and Short Arrows; Bolts are devided into Light and Heavy Bolts (Arrows can be Sharpened and do after that doube Damage.)
3. 2 Handed Weapons get for every Type special Perks with special Effects
4. 1 Handed Weapons get for every Type special Perks with special Efects. Also get fighting Stances like Spellsword and Duelist.
5. Light Armor and Heavy Armor made interessting (e.g. Wearing Armor makes Spell casting or Sneaking harder.)
6. Blocking Skill Tree now makes Wards stronger.
7. Hand To Hand Combat changed. You can Block now and do a Special Bash Attack.
8. Thanks to Interrupt attack for better blocking by Moljka you may interrupt an attack.
9. Ancient Nord Weapons do extra Damage to the Living with a chance to absorb some Live.
10. Falmer Weapons do extra Poison Damage to everyone.

This Mod adds:

1. Many new Weapons: Short Swords, Sabers, Waskizashis, Nodachis, Katanas, Battle Staves, Battle Mage Staves, WarGlaives, New Bows and Arrows.
2. New Special Weapons with special Look
3. New special Magic Rings with custom Meshes and Textures
4. In the Light Armor Tree a new Martial Arts Perk Tree
5. Silver Perk with more Powers with it (Blocking makes a Ward.)
6. New Animations for H2H Kombat.
7. New Crossbows
8. New Arrows. (Hunting Arrow with special Damage to Animals, Silver Arrows with secial Damage to Undead,...)
9. Shooting non Silver Arrows with a Silver Bow does not extra Damage to Undead. But Bashing with a Silver Bow does extra Damage to Undead and slows them a bit.
10. The Silver Moons Forge can now really forge Lunar Weapons. Every Iron, Steel and Glass Weapon is forgable at night only.

Modules
All Modules explained under Point 16; Downloadable under Optional Section

Papa Timm - Enemies and Races
- Levels every Enemy (The Weak less, The Strong more) till Level 100
- Gives all Undead special abilities and make them only killable by special Weapons
- Changed many creatures, made them stronger, gave them weakness and Strength
- Changes some Combat Styles from some Creatures (e.g.Vampire now use their Claws more often.)
- Changes Races, so they have all a Weakness and 3 - 4 Race specific talents
- Changed many things related to Vampires and Werewolfs.
- All NPCs are now protected (only killable by Player)
- Weapon Range was overlooked
- Some new Weapons like Holy Water or a Wooden Stake
- New Silver Ingredients (Silver Salt, Silver Oil)


Good to know

- All weapons added by this mod can be found in the world. They are added to many level Lists.
- If you want to forge the Weapons Of The 3rd Era you must at first read the Book „Weapons Of The 3rd Era“. I made this, because many other mods are using those weapons. If you do not want them in your Forge list, so do not read the Book.
- You can find this book near the Silent Moons Forge and in some other places.
- I added some special Rings. Not all I want, but some. When I play more the Game, I will find some places to hide more Unique Rings with Unique Powers.

- I know I remade ACE - Combat Skills by Athyra - ACE Team. I did it, because I wanted it all in one esp. And of course it is one of the best mods out there!!! I changed of course many things, but the core is the same.

- Also I wanted to add all Weapons from other mods I love. So I do not have to make compatibility patches. I save with this many esps because of the weapons. I have to say, that I used all low res textures from the original mod. If you want the Weapons in High res, you have to download the original mod and copy their Textures.

-Special thanks to Etayorius. Without him my mods would not exist. And my description would be without colour and everything else.

01.Prolog – 02.Archery

03.One-Handed – 04.Two-Handed

05.Unarmed – 06.Light Armour

07.Heavy Armour – 08.Block

09.Fighting Effects – 10.Magic Weapons

11.Silver Perk – 12.Silent Moons Forge

13.Installation – 14.Compatibility

15.Credits – 16.Recommended




01.Prolog

At first I want to thank all the Modders, who helped me and let me use their Ideas, Meshes and Textures. I am really bad in designing. So I asked many many people, whether I could use their work. Most of them said yes. Without them, my mod would be less than nothing.

Every Single new Texture, every single new Mesh and every single new Animation is not from me but from other great modders. I included them into my mod, so you do not have to install their mods. You should of course download them, to endorse them afterwards.

All modding was made by me. I had some ideas, some Ideas I used from other mods. But I have to say, I made everything myself and I just use some Ideas I was fond of. Often I changed the Idea from another great modder and formed it for me.

This Mod does not use any SCRIPTS. I added all the Perks and Abilities into One Universal Perk and gave this Perk into an MGEF. This Effect I placed into the Unique Ability every Race has. So I did not change any Race, only the one ability ever Race has (e.g. Into the Fire Resistance of Dark Elfs, or the Highborn Ability of High Elfs. So it is compatible with every Race Mod, that does not change or delete the special Ability of a Race.

This mod can be seen as a bit overpowered. So is my Magic Module (See under Point 16). This is because I play with many mods, whitch make the opponent extremly dangerous. My Enemies and Races Module for example (See under Point 16)



02.Archery

The things I am extrem proud of
I made special Arrows, most of them with Meshes and Textures from others.
The special Thing is, that many of them have special Spells on it.
Normaly you enchant your Bow and the Arrows do the magic damage of the Bow. I changed that.

Now a Silver Arrow shot by a Hunters Bow does extrem damage to Undead.
Or a Draugr Arrow does extra Damge to living.
So does a Hunters Arrow extra Damage to Animals.
I also added a Arrow, that weakens the enemies Magic Resistance.
Falmer Arrows do all Poison Damage.
And some more Arrows with special abilities.

Other things
Many new Bows were added and categorized into Short or Longbows.
Many Crossbows were added and categorized into Light and Heavy Crossbows.
Also many Arrows were added and categorized into Short and Long Arrows
Many Bolts were added and categorized into Light and Heavy Bolts.

I splited the Perk Tree into Sort and Long Bows. (See Picture)

For more details look for the Readme.


_________Longbows___Shortbows
Damage:___x1,5_________/2
Weight:____+5__________/2
Speed:_____0,6_________1,2
Range:_____9000________7000
Crit:_______/2__________x4

Longbows

- Ignores 10 % of Armor if your Longbow uses Long Arrows
- 10 % higher Damage when using the matching Arrow to the Bow
(e.g. Iron Arrow with Iron Bow; Ivory Bow with Elven Ebony Arrows or Elven Elmwood Arrows)
- 30 % higher Damage when using Elmwood Arrows with an ElmwoodWar Bow
- 20% penalty, if you have a missmatch (Long Bow; Short Arrow)
- The Critical Damage of Long Bows levels 25% of your Skill
(for 4 Points of Archery you gain 1 point of Damage)
- Sneaking with a Long Bow Equipped is 40% harder
- Sneak Attacks do only 1,5 x Damage (with Perk 3X)

Shortbows

- 25 % higher critical Damage when using Short Arrow with Short Bow
- 10 % higher Damage when using the matching Arrow to the Bow (e.g. Elven Arrow with Elven Bow)
- 30 % higher Damage when using Redwood Arrows with Redwood Bow
- The Critical Damage of Short Bows levels 50% of your Skill
(for 2 Points of Archery you gain 1 point of Damage)
- 2 x higher Sneaking Damage (4 without any Perk, 6 with...)
- 20 % Damage Penalty when using Short Bows with Long Arrows

Light Crossbows

- The same as Short Bows, but:
* Zooms only like Short Bow Eagle Eye first Perk
* Zooming does not use Stamina
* Much lower Distance
* Fires 20 % slower than Short Bows
* 25 % Armor Piercing

Heavy Crossbows

- The same as Short Bows, but:
* No Sneak Penalty
* Zooms only like Short Bow Eagle Eye first Perk
* Zooming does not use Stamina
* Much lower Distance
* Fires 20 % faster than Long Bows
* 25 % Armor Piercing

03.One-Handed

- half Stamina when Power Attacking
- half Damage, when Power Attacking
- The Perk Tree was changed (See Picture)

Many new Swords were added ( See readme for details)


One Handed Weapons

Every One-Handed Weapon has now its own feeling:

Daggers: Reach 0,7; Speed 1,3; Stagger: 0; Damage: 0; Weight: 0; Crit Dam: ; Crit Multi: 1,5

Tantos: Reach 0,8; Speed 1,25; Stagger: 0; Damage: +1; Weight: +1; Crit Dam: =Dam; Crit Multi: 0;

Waskizashis: Reach 0,9; Speed 1,2; Stagger: 0,50; Damage: -2; Weight: -3; Crit Dam: +1;Crit Multi: 1,5;

Short Sword: Reach 0,9; Speed 1,1; Stagger: 0,50; Damage: 0; Weight: -2; Crit Dam: 0; Crit Multi: 1,2;

Sabre: Reach 1; Speed 1,1; Stagger: 0,55; Damage: -1; Weight: -1;Crit Dam: 0; Crit Multi: 1,2;

Sword: Reach: 1; Speed: 1; Stagger: 0,75; Damage: 0 Weight: 0; Crit Dam: 0; Crit Multi: 1;

Katana: Reach: 1; Speed: 1,05; Stagger: 0,70; Damage: 0; Weight: 0; Crit Dam: 0; Crit Multi: 1;

Longsword 1H: Reach: 1,1; Speed: 0,9 1; Stagger: 0,9; Damage: +2 Weight:+5; Crit Dam: 0; Crit Multi: 1;

Scimitar: Reach: 0,9; Speed: 1,05; Stagger: 0,8; Damage: +1; Weight: +1; Crit Dam: +1; Crit Multi: 1;

Nodachi 1H: Reach: 1,1; Speed: 1,0; Stagger: 0,5; Damage: 0; Weight: +1; Crit Dam: +1; Crit Multi: 1;

Ninjato 1H: Reach: 1,15; Speed: 1,0; Stagger: 0,5; Damage: -1; Weight: +1; Crit Dam: +1; Crit Multi: 1;


Fighting Stances

Duelist:
Equipped an One-Handed Weapon in one Hand and nothing in the other;
* You need the Fighting Stance Perk
- 5% higher Critical Hit chance
- 6% chance to dodge an attack
- 20% faster attack Speed

Spellsword:
Equipped an One-Handed Weapon in one Hand and a Spell in the other;
*You need the Fighting Stance Perk
- Any Spell equipped: 6% Chance to Paralyze the Target for 1 Sec

04.Two-Handed

- 1,2x Power Attack damage;
- 40% harder Sneaking when equipped Two Hand Weapon;
- 1,2x Stagger;
- Crit Damage levels 50% of your Two Hand Skill;
- The Perk Tree was changed (See Picture)

Many new Swords were added ( See readme for details)

Two Handed Weapons

Every Two-Handed Weapon has now its own feeling:

Longswords Reach: 1,1; Speed: 0,9; Stagger: 1,0; Damage: -1; Weight: -2; Crit Dam: 0; Crit Multi: 1;

Nodachi Reach: 1,2; Speed: 0,8; Stagger: 1,0; Damage: 0; Weight: -1; Crit Dam: 0; Crit Multi: 1;

Greatsword Reach: 1,3; Speed: 0,7; Stagger: 1,1; Damage: 0; Weight: 0; Crit Dam: 0; Crit Multi: 1;

Longblade Reach: 1,3; Speed: 0,8; Stagger: 1,1; Damage: +1; Weight: 0; Crit Dam: +1; Crit Multi: 1;


05.Unarmed

Perks

Without any weapon:
- Evade: You can avoid attacks by leaping backward.
- Martial Arts: Every Level you gain, your Hand To Hand Damage grows. Also your Critical Damage grows with your Light Armor Skill.
- Ninja Tactics: Unarmed attacks with Light Armor gauntlets do their double armor rating in extra damage.
- Unarmed Traning: Your Power Attacks cost 50 % less.

With bound Fists:
- Unarmed Sweep Attack: Damage every Person standing before you while Power Attacking without Moving.
- Dirty Tricks: Bashing in Hand To Hand has a chance of 30 % to get the Opponent to Fall. Punshing with your right, while sneaking does much more Damage.

With Elemental Fists
- Fighters Of The Elements: Your Fists strike with the power of the Elements. The Skill increases with every Destruction Main Perk.


Fighting without Weapons is now interessting.
There is a new Perk Tree integrated into the Light Armor Tree. Two Branches. ( See Picture)
The Main Branche is the one working really without any weapon. (Evasion, Martial Arts, Ninja Tactics)
The other one needs a Weapon I created for this purpose. The Problem is, that you can not add WeaponHitSpells without a Weapon equipped.
For the Sweep Attack, the Dirty Tricks and The Fighter Of The Elements you need a weapon equipped.
You do not see the Weapon and you can not equip it yourself. I made a Bound Weapon out of it, with the Look of a Ring.
By Choosing Martial Arts Sweep Perk you get the Spell Bound Fists. By casting it you have 2 Weapons Equipped.
Now every special Attack works. Also you can Level Light Armor as a side effect.
By choosing The Fighter Of The Elements you gain 3 Bound Fist Spells.
You can choose witch Element on which Hand you want to use.
Fist Of Fire, Fist Of Ice and Fist Of Shock. They have an Enchantment with Elemental Damage whitch is scaling with your Destruction Perks you have.

Base Damage: Fire: 10 ; Frost and Shock 05

- Destruction Perk
______Novice; __Apprentice; ___Adept; ___Expert; ____Master
- Fire: 30 Damage; 40 Damage; 50 Damage; 60 Damage; 70 Damage;
- Ice: 15 Damage; 20 Damage; 25 Damage; 30 Damage; 35 Damage;
- Shock: 15 Damage; 20 Damage; 25 Damage; 30 Damage; 35 Damage;


Other Features of Unarmed Combat:

- Every Light Armor ingame gauntlet gives the Martial Arts Perk Bonus (Like Fists Of Steel in Heavy Armor Perk Tree)
- The Fists Of Steel Bonus was doubled
- Blocking in Unarmed Combat is now possible. Holding the Left hand Attack, you block. Moving and hiting the Left Attack Button let you make a normal Left Hand Attack.
- Thanks to evanoblivion the Bashing Attack is now a fast Kick (only in 3rd Person)

06.Light Armour

Wearing Light Armor influences the Sneaking Skill and the Casting Skill:

Sneaking (Light Armor Skill)
______________1 Piece_____2 Pieces _____3 Pieces
Skill 001-029 05% harder__ 10% harder__ 20% harder
Skill 030-069 no penalty__ 05 % harder__ 10% harder
Skill 069-100 no penalty__ no penalty__ no penalty


Spell-Casting
______________________1 Piece_____2 Pieces_____3 Pieces
No Perk______MagReg__10% slower___20% slower__30% slower
_________CostPenalty___05% - 15%___10% - 30%____20% -50%
Spellsword1__MagReg___07% slower__15% slower__25% slower
_________CostPenalty___nothing_____05% - 10%___10% -25%
Spellsword2__MagReg___05% slower__10% slower__20% slower
_________CostPenalty___nothing_____nothing_____05% -12%


07. Heavy Armour

Wearing Heavy Armor influences the Sneaking Skill, the Casting Skill and the Moement Speed:

Sneaking (Heavy Armor Skill)
______________1 Piece_____2 Pieces _____3 Pieces
Skill 001-029 20% harder__ 40% harder__ 80% harder
Skill 030-069 15%________ 30 % harder__ 60% harder
Skill 069-100 10%________ 20%_________ 40%

Running (Heavy Armor Skill)
______________1 Piece_____2 Pieces _____3 Pieces
Skill 001-029 03% slower__ 06% slower__ 10% slower
Skill 030-069 00%________ 04 % slower__ 07% slower
Skill 069-100 00%________ 00%_________ 05%

Spell-Casting
______________________1 Piece_____2 Pieces_____3 Pieces
No Perk______MagReg__15% slower___30% slower__50% slower
_________CostPenalty___06% - 30%___12% - 60%____20% - 100%
Spellsword1__MagReg___12% slower__25% slower__40% slower
_________CostPenalty___05% - 20%___08% - 40%___15% - 66%
Spellsword2__MagReg___10% slower__20% slower__30% slower
_________CostPenalty___nothing_____06% - 20%___10% - 33%


08. Block

- Shield Wall Perks now do also enhance Wards
- Deflect Arrows now feature also Wards and Battle Mage Staves
- Elemental Protection Battle Mage Staves are featured


09. Fighting Effects

This Module is made by myself. I must admit, that I did not had the Idea of it. I stole the Idea from ACE - Combat Skills.

What it makes?
It gives you some Situations influencing your Chars Stats and shows in Status Messages in your Magic Effects Menue.

Armor Status
01 - Wearing Heavy Armor: Your Heavy Armor leaves enemies a 10% chance to do 50% more damage.
01 - Wearing Light Armor: Your Light Armor leaves enemies a 20% chance to do 50% more damage and a 5% chance to hit a vital area.
01 - Wearing Low Armor: You are not wearing enough Armor, leaving Enemies a 35% chance to 50% more damage and a 15% chance to hit an vital area.

Movement Status
02 - Running: Running does not incure any penalties, but you are no longer Prepared for Combat.
02 - Sleeping: While sleeping you can not resist any damage and all attacks against you are a critical hit and cause twice as much stagger
02 - Sneaking: While sneaking you have a <33%> chance to take <50%> more damage, a <+10%> chance of receiving a critical hit, and get staggered <35%> more.
02 - Sprinting: While sprinting, incomming attacks have a chance to make you fall, especially those from the side and behind.
02 - Drawn Weapon Running: Running or Sprinting is 10% slower with a Weapon drawn (Except Daggers).
02 - Low Health: Your Health is below <33%>. Because of this your Stamina regenerates 30% slower and your movement speed is reduced by 10%.
02 - Low Stamina: Your Stamina is below <25%>. Because of this incoming Attacks cause 50% more stagger and your movement speed is reduced by 15%.

Weapon Status
03 - Weapon Drawn: You are prepared for combat with your weapon drawn. You get a <10%> chance to take half damage, get staggered <15%> less, and you are <5%> less likely to get hit in a vital area.
03 - Weapon Sheated: While you are not concentrated on fighting you have a <+25%> chance to take <50%> more damage, <+5%> chance of receiving a critical hit and get staggered <25%> more. Evade an Attack for <30%>, if your Carry Weight is under 31.
03 - Concentrated Casting: While you are concentrated in casting you have a <+25%> chance to take <60%> more damage, <+10%> chance of receiving a critical hit and get staggered <25%> more. Increase any casting skill to 50 to become a Battlemage, to avoid this penalty.
03 - Power Attacking: While you are Power Attacking you have a <+25%> chance to take <50%> more damage, <+15%> chance of receiving a critical hit and get staggered <35%> more. Increase either melee skill to 50 to avoid this penalty.
03 - Weapon Stagger: While you are staggered you have a <+25%> chance to take <55%> more damage, <+11%> chance of receiving a critical hit and get staggered <26%> more.
03 - Drawn 2 Hand Weapon Running: Running or Sprinting is 5% slower with a 2 Hand Weapon drawn.

It gives you directional Damage.
Side attacks +10% 1.5x dmg, +10% stagger
Rear Attacks +20% 1.5x dmg, +20% stagger, +10% chance to fall; 100% Chance to do a critical Attack. The Damage is without Perk x3. With 2 Handed Weapons, Maces, Axes allways x3. With Daggers and Swords and the Back Stab Perk x6 and with the Assassins Blade Perk x15.

While Blocking Rear +25% 1.5x dmg, no +stagger from sides


10. Weapons with Magic Effects

At first I changed some existing Weapons, to be ineressting enough for later gameplay.
I did not give them any enchantment. So the Weapons can normaly be enchanted but save the special Effect.

Falmer Weapons:
- Attacking: With a chance of 25% they can poison your enemies and do 40 Points of Poison Damage. There is a 10% chance of slowing enemies down for 5 Seconds.
All Falmer Weapons are affected. (Also Arrows)
- Bashing: With a Chance of 100% they can poison your Enemies and do 40 Points of Poison Damage. Slow them down for 5 Seconds.
Two Handed Weapons are affected.

Ancient Nord Weapons:
- Attacking: With a chance of 15% they can do 60 Points of Dark Damage only to the living. There is a 10% chance of absorbing 10 Points of Health.
All Ancient Nord Weapons are affected. (Also Arrows)
- Bashing: With a chance of 100% they can do 60 Points of Dark Damage only to the living. With every Bash they absorb 10 Points of Health.
Two-Handed Ancient Nord Weapons are affected.

And second I made new Weapons with Textures and Meshes of some very talented modders and designers (See the Credits Section)
I did not give them any enchantment. So the Weapons can normaly be enchanted but save the special Effect.

Witch Hunter Weapons:
- Attacking: With a chance of 50% they can draw your enemies Magicka by 40 Points.
All Witch Hunter Weapons are affected.
- Bashing: With a Chance of 100% they can can draw your enemies Magicka by 10 Points.
Two-Handed Witch Hunter Weapons are affected.

Quicksilver Weapons:
- Attacking: With a chance of 50% they can draw your enemies Stamina by 32 Points.
All Quicksilver Weapons are affected.
- Bashing: With a Chance of 100% they can can draw your enemies Stamina by 8 Points.
Two-Handed Quicksilver Weapons are affected.

Raven Weapons:
- Attacking: With a chance of 100% they can draw 40 Points of Health only at Night Time.
All Raven Weapons are affected.
- Bashing: With a Chance of 100% they can can draw 10 Points of Health only at Night Time. Slow only Undead Enemies down for 5 Seconds only at Night Time.
Two-Handed Raven Weapons are affected.


At third I added Weapons to the World

Dragon Katanas:
You can find them in the world. Sometimes along the Main Quest, sometimes in Draugr Dungeons.
I added all Katanas with fitting Damage and Weight to my mod. Find the original Mod Dragon Katanas by MurdermiesteR

They will get extra Enchantements against Dragons.

Oh, and what I want to say: MurdermiesteR is coooollll!!!!


11.Silver Perk

Creatures, influenced by Silver:
- Undead; - Werewolf; - Werebear; - Ghost; - Familiar
- Whisp; - Magic Anomaly; - Ice Wraith;
- Hagraven; - Daedra;

Magic Possibilities:
- If you block with a Silver Weapon, you can Block some Magic.
(With Deadly Combat this is quite strong, because you can time Ward a Spell and it Reflects back to his caster.)

- Attack with Silver Weapons:
* 40 P (from a Combat Hit Spell) of extra Damage to Magical Creatures and the Undead. (+40P of Dam from Orig. Perk)
* Decrease the physical resistance of the Enemy by 25% for 10 Sec
* 60 Points of extra Critical Damage

- Bashing with Silver Bows or Shields:
*10 Points of Extra Damage to Magical Creatures and Undead;
*Decrease the physical resistance of the Enemy by 25% for 10 Sec;
*Slows the Target down by 25% for 5 Sec.

- Fighting with Silver Gauntlets:
* without any Weapon equipped does 20 Points of Extra Damage to Magical Creatures and Undead

Every hit with a Silver Weapon on Creatures, influenced by Silver, is now shown. The creature will have steam all around it.

12.Silent Moons Forge

In the Silent Moons Camp there is a Forge. A note said, that you can forge here at Night special Weapons, that do at Night extra damage to all foes. Now it is for real.

1. I changed the Magic Effect to do damage instead of swinging the Weaon faster.
2. Between 9 PM and 5 AM you may forge Silent Moons Weapons only in the Lunar Forge
3. The Weapons you may forge are:
- all Iron Weapons with the Textures from by Elgar
- all Ancient Nord Weapons (only forgeable in the MoonForge) with the Textures from Runed Nord Hero Weapons by Kealen
- all Steel Weapons
- all Elven Weapons with the Textures of Ethereal Elven Equipment by fume0101
- all Glass Weapons with the Textures from Allannaa Stained Glass Weapons and Arrows by Allannaa
- all Daedric Weapons with the Textures of Daedric Blue Weapons by Iceburg
- all Iron, Steel and Glass Weapons from the 3rd Era
- The Raven Swords: 2 Handed and One-Handed
4. There is a Silent Moons Chest with the Book, that teaches you to forge The Weapons Of The 3rd Era and some Ingots and Soulgems. So you can beginn forging at the start.


13. Installation

Install
1.Extract file
2.Copy content of the file in your SkyrimData
3.Open the Skyrim launcher / Nexus Mod Manager and check the 04PapaTimm_Archery.esp
4. You should start a NEW GAME, if you want, that everything is working perfectly. It is the problem of the abilites of Races. Somehow every new ability or change of an ability does only appear with a new game started. Maybe someone has another idea (without Scripts).

Updating

From Version 1.05 - 1.06 you have to remove with the console a Spell. Without that, the changes of the Perks will not carry over. Do not ask me, why this is. It seems to be, that the Perks can only be changed, by stealing them from the char, to give them back after.

1. Open console ^
2. Type: Help UniversalPerk2 0
3. you get now a Number behind the Lines: Spell UniversalPerk2 NUMBER
4. Type: player.removespell NUMBER
5. Sleep or Wait for 24 Hours (I Think, that must not be done. It works without sleeping to, but it will deactivate all active effects. Can not hurt)
6. Save and start the Game new. After starting new, you have the new Perks activated. And it works.


Uninstall

1. Open the console ( press ~ )
2. type this: set PT_ArcheryUnIn to 1
3. Close the console
4. Wait 24 Hours to deactivate all active effects
5. Save and exit Game
6. Delete 04PapaTimm-Archery.bsa
7. Delete 04PapaTimm-Archery.esp
8. Load game and Save again → exit game


14. Compatibility

PapaTimm - Archery&Combat
This mod is not compatible with mods, that change
- One Handed Perk Tree and Perks
- Two Handed Perk Tree and Perks
- Light and Heavy Armor Perk Tree and Perks
- Archery Perk Tree and Perks
- Bows, Arrows, Crossbows and Bolts
- Silent Moons Camp
- Bracers and Gauntlets
- Level Lists of Weapons
- Any Race Mod that changes the folloing Spells:
* RaceKhajiitClaws * RaceBreton * RaceNord * RaceDarkElf * RaceRedguard * RaceWoodElf * RaceOrcBeserk * RaceImperial * RaceArgonianResist Disease * abHighElfMagicka

I had to add all the changes as a Perk to all Races. I did not want to change the Race itself, so it can be compatible with Race mods. Some Racemods change those spells above. So they are not compatible.
You can always load my mod after the Race Mod and it will work. But I do not know, what it overwrites from the Race Mod. Normaly the Race mods add their own Spells to the race and change only the Resistance in the RaceSpells.

In order to make the mod „Script Free“ I had to add the Perk to all playable races. I wanted, that all NPCs have the same advantages and disadvantages. If you want to have a Race mod, that is compatible with this look down under Recommended.

PapaTimm - Enemies&Races
This Module is in short not compatible with all, that changes
Races and RaceSpells, Vampires (VampireRaces,VampireSpells, VampirePerks), Werewolves (BeastRace,Howls, Spells)

Without Script it is easy to implement the changes to Races. So I used this module and changed Vampires and Werewlves, how I wanted it to be. If you want to use other Vampire or Werewolf Mods, you may use the optional
PapaTimm-Enemies.esp Module

PapaTimm - Enemies
This Module is in short not compatible with all, that changes Races and RaceSpells.
Vampires and Werewolves are in this Optional Module untouched. So this module is compatible with all the Vampire and Werewolf mods out there.

Dawnguard, Hearthfire and Dragonborn will be required!
* If the game ctds at the beginning, than you have to buy all the DLC
* If you are playing this game for not so long you bought the Legendary Edition and have all the DLC already.
* If you are playing this game for a long time, it deserves you buy all the DLC.

Make your Mod Compatible:

In the game there are so many Keywords programed but not used. I used some of them.
Add those Keywords to your Weapon, Spell or Recipe to make your mod compatible.

Bows and Arrows
Long Bows Keyword: -
Long Arrow Keyword: TraitPowerHungry
Short Bow Keyword: JobFletcher
Short Arrows Keyword: TraitGreedy

Weapons
QuicksilverWeapons Keyword: JobOrcChief
WitchHunterWeapons Keyword: JobMinstrel
Skyforge Steel / Blades Weapons Keyword: MagicRestedMagicka

Silent Moons Weapons Keyword: Job Apothecary
Mage Staff Fire Keyword: JobCourtWizard
Mage Staff Sun Keyword: JobLumberjack
Mage Staff Ice Keyword: BookShelfFirstBook
Mage Staff Lightning Keyword: BookShelfLastBook
Mage Staff Nature Keyword: MothNest1
Rune Sword Keyword: TGValuable

Spells
Nature Spell Keyword: MagicRestedStamina
Destruction Concentration Spell Keyword: BookShelfClickTrigger

Crafting Stations
Crafting Ink Station Keyword: DLC1WispWallWisp1
Crafting Scroll Station Keyword: DLC1WispWallWisp2
Crafting Spell Tome Station Keyword: DLC1WispWallWisp3
Crafting Skooma Lab Keyword: CraftTypeCookPot
15. Credits

Weapons

Silvershield Of The Dragonblood by tesfan123
Insanitys Silver Bow by InsanitySorrow
Elven Weaponry by cageu
Crossbows Basic Collection by Djjojo
Nightingale Crossbow by Djjojo
Dark Brotherhood Crossbow by TheAkantor
Assassins Crossbow by HyPNOS
Quarterstaff by JZBai
Witchers Silver Sword by Kimono - Standalone by backstept
Elgars Silver Emporium by Elgar2389
Allannaa Stained Glass Weapons and Arrows by Allannaa
Nicos Craftable Arrows by Nicoroshi
Nicoroshi Creations by Nicoroshi
The Bow of the DarkOne by Nicoroshi
Heavy Armory - New Weapons by PrivateEye
Survivalist Ingenuity by Mofakin
Imperial Silver Runeblades by Lord Banewrath Sunblade
Secret Of The Silver Blades 1_07 by Moraelin
Warglaives and Silverlight Armor 099 CBBE by jojjo and Frozzled
DaggerCraftPackage -ALL 5 DAGGERS- by faxivcm
Warglaive of Azzinoth -The Twin Blades of Azzinoth- by faxivcm
Weapons of the Third Era by 747823
Rune Swords for the Battlemage by HXP
Emerald Rapier by Bookguy
Runed Nord Hero Weapons by Kealen
Ancient Blades Weapons by COTS
Daedric Blue Weapons by Iceburg
Ethereal Elven Equipment by fume0101
Dark Elven Thalmor-style Equipment by Flobulon
Modern styled arrows by Jet4571
Silver Arrow by MJAB98
Dragon Katanas by MurdermiesteR
Unique Uniques by InsanitySorrow

Armor
Silk coat armor by Nouserhere

Animations
Martial Arts evanoblivion
New Animation for Get Up by xp32

Rings

Rings of Old - Morrowind Artifacts for Skyrim by PrivateEye
Custom Rings by GTX78000

Ideas

ACE - Combat Skills by Athyra - ACE Team
Attack Speed Mod by renketsu0
Every single Mod from WarriorWithin83
Nature Spell Pack by cansit
Improved Dragon Shouts by Ozram
Better Magic by sushisquid
Vampire Upgrade by undomir
Interrupt attack for better blocking by Moljka


16. Recommended

This mods go well with mine:
Character Creation Overhaul by Syclonix :
Random Alternate Start by Syclonix :

Deadly Combat by Borgut1337 : It makes all foes stronger and battles intense. Also the time ward effect is very interessting, because of the Wards of Silver Weapons. Sou you can actually reflect Spells and send them back (Like He-Man :-))

Smithing Perks Overhaul - Remade and Updated by kryptopyr:
Weapons and Armor Fixes by kryptopyr :
Clothing and Clutter Fixes by kryptopyr :
Stealth Skills Rebalanced - Sneak - Lockpicking - Pickpocket by kryptopyr :

Sneak Tools by Borgut1337 :

Unofficial Skyrim Patch by Unofficial Patch Project Team :
Unofficial Dawnguard Patch by Unofficial Patch Project Team :
Unofficial Dragonborn Patch by Unofficial Patch Project Team :
Unofficial Hearthfire Patch by Unofficial Patch Project Team :

Killing traps by Hexaae :

Deadliest Dragons by TRAVIESO : Because this just makes fun. Dragons are harder, no Scripts are used and you have to think, what is the best weapon against a dragon. I tested many Dragon mods, but this is the most fun!

SkyTEST - Realistic Animals and Predators by EtaYorius : My mod is fully compatible with this mod. It is a perfection!

Druid Spells - Sun Moon and Star by Shadowblade001 : If you are using my Enemies Module, you need some things against the Undead. This mod is really fun! I use it. I know there are Scripts, but I use it!!!

You should also use a Mod, that makes Creatures Harder, if you do not use my Module.


Papa Timm - Races and Enemies
Under Optionals you find PapaTimm - Enemies. Without the changes to Vampires, Werewolf and races.


New Races Stats:

Argonians:

Argonian Resistance:
Your Argonian blood is 50% resistant to disease.
Argonian Weakness:
Argonians have a Weakness to Frost of 50%.
Argonian Regeneration:
Argonians regenerate their health 10 Points per Second, while sneaking and not moving
Scales:
Argonians resist 50 of physical Damage.
While not moving with weapons out they can vanish.
Water Race:
Your Argonian lungs can breath underwater. You can Fight in the Water
PoisonClaws:
A claw Attack does 2 Points of Poison Damage 10 Seconds long.

High Elves:

Altmer Weakness:
High Elves have a Weakness to Magic of 25%.
Altmer Regeneration:
High Elves regenerate their magicka 10 Points per Second, while sneaking and not moving
Highborn:
High Elves are born with <50> extra magicka.
Magic Shield:
Improves armor rating by 100 when your Magicka is above 90%
Magic Guardian:
High Elves may call a Magic Guardian to aid them in Battle

Bosmer:

Woodelf Resistance:
Your Bosmer blood gives you <50%> resistance to poison and disease.
Woodelf Weakness:
Woodelfs have a Weakness to Fire of 25%.
Pathfinder:
Your Race is agile. You walk 15 % faster.
Summon White Wolf:
As a Woodelf you may call a friend for the Battle.
Nature Sense:
You may calm animals.
Nature Sense:
Standing still while sneaking let you hear moving creatures.

Khajiits:

Khajiit Resistance:
Your Khajiit blood is 50% resistant to disease.
Khajiit Weakness:
Khajiits have a Weakness to Magic of 25%.
Night Eye:
Improved night vision and a sense of Smell to locate your enemies.
7 Lives:
You have a Chance of 7 % to avoid any Damage.
Claws:
A claw Attack does extra Damage and scales with your Level.
Cats Grace:
Your Race is agile. You walk 25 % faster and you take only half falling damage.


Nords:

Nord Resistance:
Your Nord blood gives you 50% resistance to Frost.
Nord Weakness:
Nord have a Weakness to Shock of 20%.
Battle Cry:
Targets flee for <dur> seconds.
Battle Rage:
The Nords are agile in Battle. You walk 15% faster while fighting.
Increased Stamina and Magicka regeneration by 25 %, when your Health is below <50%>.

Imperials:

Imperial Resistance:
Your Imperial blood gives you 50% resistance to Frost.
Imperial Weakness:
Imperials have a Weakness to Shock of 20%.
Block Magic:
While Blocking with a Shield, Imperials get <50>% resistance to Fire, Frost, Shock and Magic.
Imperial Luck:
Anywhere gold coins might be found, Imperials always seem to find a few more.
Imperial Pacify:
Calms nearby people for 60 seconds.

Orcs:

Orc Resistance:
Your Orc blood gives you 20% resistance to Shock.
Orc Regeneration:
Orcs regenerate their Stamina 10 Points per Second , while sneaking and not moving.
Orc Health:
Orcs are born with 50 extra Health.
Beserk:
You take half damage and do double damage for 60 seconds.

Dark Elves

Dark Elf Resistance:
Your Dark Elf blood gives you 50% resistance to Fire.
Dark Elf Weakness:
Dark Elves have a Weakness to Frost of 25%.
Move in Shadows
By low Light Level Dark Elves get Invisible and move silently.
Ancestors Wrath:
For some seconds, opponents that get too close take <8> points per second of fire damage.

Vampires
The Idea comes from Vampire Upgrade by undomir

I combined it with other Ideas I had or other had.
Also you are strongest, when well fed, and weakest, when starving. If you equip a Silver Weapon, you get the same malus, as if you are in the Sun.

Ranks

- Fledgling = Start rank.
- Blooded = 20 days as a vampire. 10% normal weapon resistance. "Vampiric Drain" absorbs stamina in addition of health.
- Mistwalker = 60 days as a vampire. 20% normal weapon resistance. "Vampiric Drain" absorbs Magica in addition of health. Vampire Bat Ability
- Nightstalker = 120 days as a vampire. 30% normal weapon resistance. Running is 20% faster at night. You gain Vampiric Grip
- Ancient = 200 days as a vampire. 40% normal weapon resistance. Running is 20% faster night and day.
- Volkihar = 300 days as a vampire. 50% normal weapon resistance. You gain Mist Form.

Abilities

- Vampiric Drain absorb 18/14/10/6 points of health. Casting sound changed. At the fist stage, you can get Vampire Lord Perks like the Vampire Lord does. This is, because I will add some Perks to the Vampire Lord Perk Tree. Those Perks will only be active for a Normal Vampire, not the Lord.
- Vampire Strength is 20/15/10/5
- Vampire's Seduction calm enemies up to level 50. (With a failrate of 20%)
Illusion < 20 till LVL 10; Illusion < 50 till LVL 20; Illusion < 70 till LVL 30;
Illusion < 90 till LVL 40; Illusion < 99 till LVL 50; Illusion > 100 till LVL 100

- Vampire's Sight last 2 Min and has Detect Live (friendly and enemy for 60 sec).
- Embrace of Shadows gives Muffle effect instead of the Night-Eye.
- Vampire's Servant duration is 2 Min. It reanimates corpses up to level 50/40/30/20.
Conjuration < 20 till LVL 10 / 15 /20 / 25
Conjuration < 50 till LVL 15 / 20 / 25 /30
Conjuration < 70 till LVL 20 / 25 / 30 / 35
Conjuration < 90 till LVL 25 / 30 / 35 / 40
Conjuration < 99 till LVL - / 35 / 40 / 45
Conjuration > 100 till LVL - /- / - / 50

- Frost resistance is 50/40/30/20%.
- Weakness to fire is increased by 25/50/75/100%.
- Weakness To Silver When you equip a Silver Weapon, you suffer the same effect, when the Sun is shining, but stronger. You loose 100 Health and you can not regenerate.

- Resist Paralysis
- Safe Fall
- Waterbreathing
- Supernatural Speed

Werewolfs
The Idea comes from Werewolf Upgrade by undomir

In Human Form: Resist 50% Disease and Magic

Ranks

- Cub = Start rank.
- Savage = 20 days as a werewolf. When you are in werewolf form, your movement speed is increased by <6>% and your attacks have <10>% chance to deal <50>% more damage.
- Brute = 60 days as a werewolf. When you are in werewolf form, your movement speed is increased by <12>% and sprinting into targets knocks them down.
- Skinwalker = 120 days as a werewolf. When you are in werewolf form, your movement speed is increased by <18>% and your standing power attacks hit all targets in front of you.
- Beastmaster = 200 days as a werewolf. When you are in werewolf form, your movement speed is increased by <24>% and your attacks ignore <50>% of targets armor.
- Vargr = 300 days as a werewolf. When you are in werewolf form, your movement speed is increased by <30>% and you gain immunity to iron and steel weapons.

Weapons against Undead

Do less damage and can not kill bleeding out Undead
All normal weapons not on the list below

Do extra Damage and can kill a bleeding out undead
Silver Weapons

Do normal damage and can kill a bleeding out undead
Skyforge Steel Weapons
Dark Elven Weapons
Blades Weapons
Nightingale Weapons
Pale Blade

Creatures and NPCs
Some creatures have their own weakness and Strenght
All enemies are leveling with the Character! The strong more, than the weak less.

Chaurus
Resist 40 % Warhammer and Mace
Weakness: 30 % to Daggers; 20 % to Swords
7% chance for 500% dagger weakness on hit
5% chance for 300% Sword weakness on hit
Draugr
Resist 40 % Weapon Damage
1 % Chance to heal 250 Points of Health
When Bleeding out: Only Ghost - and Silver Weapons can kill. Also Daedric Artifacts.
Dwarven
resistance 40% to sword, dagger, bow and greatsword; 20% to waraxe and battleaxe
Gargoyles
Resist 50% of all Normal Weapon Damage
Bleeding Out: Can only be killed with Warhammer or Mace
Ghosts
Ghosts are Invulnerable against all Weapons and Magic (beside Shock Magic).
If you drink The Potion „Ghost Curse“ you may kill them with weapons.
Resist Fire, Frost, Poison and Desease 100%
Giants
resist 60% against daggers and 30% against other one-handed weapons
Ice Wraith
Resist 40 % Normal Weapon Damage.
No Resistance, when attacked with Silver or Ghost Weapons or Daedric Artifacts.
Mudcrap
30% resistance to sword, dagger, greatsword and bow
20% chance to ignore weapon damage
Resist Fire 30%; Frost 20%
Skeletons
Resist 95 % of Bow Damage; 40 % of Crossbow Damage; 90 % of Dagger Damage; 50% of Sword and Greatsword Damage
Weakness 50 % to Mace and Warhammer
Bleeding Out: Can only be killed with Silver and Ghost Weapons or Daedric Artifacts.
Resist Fire, Frost and Shock 50%; Disease and Poison 100%
Spriggan
30% weakness to waraxes and battleaxes
30% resistance against all other weapons
Weakness Fire 33%; Frost 15%;
Resist Shock 50%
Troll
20 % weakness to Bows, Swords and Greatswords
30 % resistance against Warhammers and Maces
Weakness Fire 25%;
Fortify Combat Healing +0,50
Resist Frost and Shock 20%
FrostTroll
20 % weakness to Bows, Swords and Greatswords
30 % resistance against Warhammers and Maces
Weakness Fire 50%;
Fortify Combat Healing +0,50
Resist Frost and Disease 50%
Vampire
Vampires resist 70% of all Normal Weapon Damage
Bleeding Out: Can only be killed with Fire Magic or a Wooden Stake
Resist Frost 50%
Weakness Fire 50%
Werewolves
resist 70% of all Normal Weapon Damage
Bleeding Out: Can only be killed with Silver Weapons, Fire Magic and Healing Magic
Falling Damage reduced to 7 %